速度和过渡对目标旅行技术的影响

Daniel Medeiros, Eduardo Cordeiro, Daniel Mendes, Maurício Sousa, A. Raposo, Alfredo Ferreira, Joaquim Jorge
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引用次数: 27

摘要

在虚拟环境中旅行是用户从起点a点移动到目标b点的简单动作。选择不正确的技术类型可能会损害虚拟现实体验,并导致诸如空间定向障碍,疲劳和晕屏等副作用。有效的行走技术的设计要求尽可能的自然,因此真正的行走技术尽管有物理上的限制,却能呈现更好的效果。超越这些限制的方法采用了提供间接旅行隐喻的技术,如点导向和目标导向。事实上,基于目标的技术可以减少玩家的疲劳和晕机症状,尽管它提供的控制较少。在本文中,我们进一步研究了速度和过渡对基于目标的技术的影响,例如使用头戴式显示器设置的舒适性和晕动症。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of speed and transitions on target-based travel techniques
Travel on Virtual Environments is the simple action where a user moves from a starting point A to a target point B. Choosing an incorrect type of technique could compromise the Virtual Reality experience and cause side effects such as spatial disorientation, fatigue and cybersickness. The design of effective travelling techniques demands to be as natural as possible, thus real walking techniques presents better results, despite their physical limitations. Approaches to surpass these limitations employ techniques that provide an indirect travel metaphor such as point-steering and target-based. In fact, target-based techniques evince a reduction in fatigue and cybersickness against the point-steering techniques, even though providing less control. In this paper we investigate further effects of speed and transition on target-based techniques on factors such as comfort and cybersickness using a Head-Mounted Display setup.
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